env_xen_pushpad

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The Xen Trampoline in bm_c2a5g.
Class hierarchy
CPropXenPushPad
???
CBaseAnimating
CBaseEntity

env_xen_pushpad is a point entity available in Black Mesa Black Mesa. This is Xen Trampoline, the Xen flora that propelling anything who steps onto it into the air. The game uses it as a jump pad that allows the player to jump high. Works with player and physics objects.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Next Jump Delta (nextjumpdelta) <float>
Push pad trigger delay. Don't use 0, it may will break the jump pad.
Jump Target Name (target) <targetname>
The target we will jump towards. Overrides max jump height. Forces this entity to push along a certain trajectory.
Height Offset (height) <float>
The max jump height.
MuteME (m_bmuteme) <choices>
If yes - the push sound will never be played.
  • 0: No
  • 1: Yes

Outputs

OnTrigger
Fired when jump pad is triggered.
Tip.pngTip:You can use this output and misc_marionettist to have a trajectory that cannot be deviated from (just like in bm_c4a3a1).

Bugs/Limitations

Doesn't work with NPCs

It completely ignore any type of NPC, they just go throught this entity. Probably was never implemented on purpose due to possible problems with NPCs navigation.

Confirm:You can workaround it with other entities.

Disappear in multiplayer

The model of this entity sometimes disappear, the entity still work however. You can workaround, disable entity render via Don't Render value for Render Mode property, add prop_dynamic with disabled collision and add some logic for the idle and jump animations.

No collision

This entity never solid due to many reasons, just don't care about this issue. Don't try to use combinations with prop_dynamic, it will be unstable.